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The Maritimes v104.3 104.4

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About This File

This file is no longer available.

The Complete Maritimes Collection is no longer compatible with the newest Banished game build and the recent developments with resource limits/flags and the community toolbar and is hence forth discontinued... for the time being.

It is being replaced by the individual collections (Maritimes Crystal Cliffs, Pine Set, PEI, NS, Sherbrooke etc.) which are all made for Banished 107 and take advantage of the new resource limits and flags, the new community toolbar, and have a lot of new content.

I will leave this up here though, as I hope to bring all of these individual mods back together into the complete Maritimes Mod when they are all finished.

All buildings have two versions, a worn look and a fresh look. For the shore fishing huts, each version has its own toolbar instance. For the lighthouse, general storage, and edibles storage the different versions are F-variants.

Shipbuilding Industry

Dock based rope maker and boat building to start a maritime ship building production chain.

A farm set based on Crystal Cliffs Farm, Antigonish, Nova Scotia, Canada.

Crystal Barn - 11,000 units of general storage. Costs lumber, stone and building supplies to build. Footprint is only 2x4, but it over hangs to a total of 4x8. This is so that it can fit above...

Crystal Milk - A 4x6 milk pen which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber, stone and domesticated animals to build, takes up to 3 workers, and produces a fair amount of milk!

Crystal Stable - A 4x6 stable which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber and stone to build, and will rear domesticated animals for the building of the milk pen. Domesticated animals are produced using either barley+, corn+, oats+, or wheat.

New food items including Barley+, Corn+, Milk and Oats+.

New materials Building Supplies+.

New dry good Domesticated Animal.

Port Royal Habitation

A town set based on the 1700s Acadian Habitation at Port Royal, Nova Scotia, Canada.

Port Royal Housing - various housing combinations including single level houses and modular double level houses that can either make corners or be built above the town hall and school.

Port Royal Civics - A school (capacity 15), a town hall, and a chapel (capacity 20).

Port Royal Food Production - A grist mill that takes oats+, corn+, barley+, and wheat and makes flour and a Bakery to turn that flour into bread.

Port Royal Industry - A blacksmith and tailor which make Vanilla cloths and tools, and a lumber cutter who makes lumber from wood at a steady rate.

Port Royal Storage - Some storage options for this set. A warehouse to store materials, stone, iron, and fuel. A storage loft that sits above the warehouse to store dry goods, cloths, and tools. Finally, a storage cellar which stores all edibles.

Port Royal Fort - a few fort pieces to decorate your town with, including a gate house, palisade platform, and cannon platform.

Peggy's Cove Inshore Fisheries

A set of inshore fisheries based on Peggy's Cove, Nova Scotia, Canada.

New dock fisheries building, with F-variants. Need lumber and dory (made from above buildings) to build and will harvest your choice of lobster, herring, mackerel, shrimp, or tuna.

This whole set will appear in a new tab on the main tool bar, with a maple leaf icon. Within this, there are a few sub-menus, one for dock buildings, one for farming buildings, and one for the Port Royal set (which itself has sub-menus for each class of building).

This set will also change vanilla coal limits to material limits, and vanilla textiles limits to dry good limits, as with CC.

Usage Notes - Important!

+ This mod will work stand alone. However, while a range of new resources has been added to the game, if used stand alone the following items will be available through trade only. The list... building supplies, barley, corn, oats, flax. If you want to produce these items yourself, you will need to use CC or another mod that adds any of these resources. Some will be released in later versions (for example I want to add wild flax and some wild oats etc.), others probably not. I do think needing to trade for certain things does add a nice bit of realism/challenge to the game!

Compatibility.

> NEW BANISHED V107 MODS - INCOMPATIBLE

> CC and others - Compatible. You will get red warnings in your mods list if you use it with CC or any other mod that adds some of the same raw materials (mussels, building supplies etc.) however this will not effect functionality. I have purposely made my raw materials match the CC ones so that they will work together. The harvesting rates, values, etc. are the same so load order just depends what icons you prefer!

> Wild Flax mods - Incompatible - The wild flax mod at WOB uses a different name for the flax resource, and therefore will not be used by the rope maker in this set.

> Save Game - Incompatible. I have made a lot of changes behind the scenes and re-textured the buildings so this is not compatible with previous instances. You might get away with deleting all instances of these buildings before loading this mod up...

Bug Fix - Fixed the Port Royal Gate House UI that now allows you to delete using the trash icon.

Bug Fix - Building Supplies has been re named behind the scenes to reflect that of CC. When used with CC (either above or below) there will be 1 version of building supplies, which can be used with buildings from both mods. Only the model and icon will change depending on load order.

>> Port Royal Habitation - A set of buildings based on the Port Royal Habitation, Nova Scotia, Canada. Including houses, civic buildings, light industry, food production, and fort structures, this will let you build your own 1700s fort style settlement.

>> Bug Fix << The docks were overriding CC docks when placed above in the mod menu, and causing fatal access violations when placed below CC. Both have been fixed by renaming all files to 'MaritimesDock...' rather than just 'Dock...'.

An update to the basic shore fishers... introducing a new texture set and some minor tweaks.

...Model Updates...

> New texture set! There is now a new building, with the same 5 F-variants as the original, this time featuring a 'fresh' looking wood texture version of all buildings.

> The two sets have their own menu icon, so you don't have to scroll through 10 F-variants to get the one you want.

> New docks! The way of building and texturing the dock pieces has been updated, firstly to reduce the file size (5 new buildings, yet the file size has decreased!) but also to make it look better and easier to scale to bigger buildings which are to come in the future. All buildings and dock pieces in this set have been updated with the new docks, so should all blend seamlessly together (so he said...)

> Removed the chimneys. I could not get the smoke to work in the correct place for all F-variants, so for the time being I have removed the chimneys until I figure it out.

...Function Updates...

> The resource output has been altered slightly. Firstly, all as the buildings are F-variants of the same thing, the output is identical. So the two story buildings produce the same as the smaller shacks, and they all employ 1 shore fisher. General outputs are as follows...

---> Seaweed = 600 (uneducated) to 900 (or more if you are lucky).

---> Mussel, oyster, clam, scallop = 450 (uneducated) to 800 (or more if you are lucky).

> Save game compatible? I am not sure, someone let me know... but I doubt it. As I am still learning how to mod, I am developing my way of doing things and the best way to organize everything behind the scenes. That means I will have probably changed something that will prevent simply updating a save game, at least until I get to a stage where the skeleton of the mod is in place and I am simply adding new buildings. I do suggest trying to destroy all instances of this mod before loading up the new version, that way you might still be able to keep your current games.

> CC?? NMT?? DSSV?? Other Mods?? Yes. This mod should be fully compatible with all other mods, however any mod that introduces seaweed or mussels etc. (such as CC) will show up with a big red conflict warning - feel free to ignore it. Depending on if you place this mod above or below CC, the icons will be different. There may also be slight differences in the production rates of certain species so keep an eye on it.

Previous Update - Maritimes Version 101

Captains Log.

Buildings now produce all five species - I figured out a way to get the huts to produce a range of items. You will now find a drop down menu in the UI where you can select from mussels, clams, scallops, oysters, or seaweed. This way you can build one instance of each F-variant and have it produce a different species, or you can have them all produce the same species, depends if you fancy flooding your stores with scallops or oysters.

> Note - I did the wrong file last time, sorry if you were expecting the drop down menu but couldn't see it!